[PHML]
Perfect Hand Magic League 32:01 - 2 Card Land Rule - Shifting Enchantments - Round Complete - tomsloger and Feyd_Ruin win
Poll: Vote on next week's format
Ended May 11, 2015
Ended May 11, 2015
These are the results for Perfect Hand Magic League 32:01.
Perfect Hand Magic League 32:01
This round was 2 Card Land Rule - Shifting Enchantments.
Commentary
This week saw a massive variety of approaches with very little repetition - a sign of a very diverse format! As an aside: i'm glad phasing is no longer a part of modern magic sets. That rule is just...ugh. So confusing. Anyway, on to the results!
Next week's format will be highly restrictive. We will need to learn how to win without casting sorcery-speed spells! Be sure to check out Mogg's "3 Card ELR - No Main" in next week's thread.
2 Card Land Rule - Shifting Enchantments
When submitting a hand, each player also chooses an enchantment card. That card has phasing.
Each player begins the game with a copy of his or her chosen card phased out.
A player's chosen enchantment can't phase in while an opponent's chosen enchantment is on the battlefield.
If a player's chosen enchantment would leave the battlefield, it phases out instead.
Deck Size: 2 + 1
Land Rule: Basic Land Rule (7.3a, below)
Additional Banned list: Omniscience, Land Rule Banned List, (please remember to check PHM Banned Lists)
Note:
Syntax is: [Card1] / [Card2] // [Chosen Enchantment]
The Entries
01 Madmanquail :: "Thrun Dynamo"
Thrun, the Last Troll / Devil's Play // Exploration
02 WhammeWhamme :: "Sneaky Emmy"
Emrakul, the Aeons Torn / Nature's Claim // Sneak Attack
03 nerdyjoe :: "STOP: Hammerheim"
Hammerheim / Pyroblast // Crystalline Nautilus
04 Danxor :: "Mutant Spiders!"
Dromar's Charm / Aura Mutation // Nyx Weaver
05 tomsloger :: "Beastbound"
Beast Within / Elixir of Immortality // Spatial Binding
06 plopfil :: "We are Legion"
Echoing Truth / Pithing Needle // Assemble the Legion
07 Chess_76 :: "Endure, Outlast, Immortal"
Elixir of Immortality / Abzan Advantage // Archetype of Endurance
08 Feyd_Ruin :: "Take it back!"
Troll Ascetic / Pithing Needle // Recantation
09 Heinsun :: "Pretty Little Thief"
Steal Enchantment / Spatial Binding // Chromanticore
The Grid
X| 1 2 3 4 5 6 7 8 9
1| X 0 6 0 0 3 0 0 0 | 08 | 100
2| 6 X 6 6 0 6 6 0 6 | 36 | 450
3| 0 0 X 0 0 0 0 0 6 | 06 | 075
4| 6 0 6 X 0 0 6 0 6 | 24 | 300
5| 6 6 6 6 X 6 6 0 6 | 42 | 525
6| 3 0 6 6 0 X 6 6 6 | 32 | 400
7| 6 0 6 0 0 0 X 0 6 | 18 | 225
8| 6 6 6 6 6 0 6 X 6 | 42 | 525
9| 6 0 0 0 0 0 0 0 X | 06 | 075
1. Overview
2. Game Rules
3. Deck Construction Rules
4. Entry
5. Perfect Hand Magic League
6. Scoring
7. Variant Format Rules
1. Overview
Perfect Hand Magic (PHM) is a competitive strategy game for two or more players. It can be played using pencil and paper; however, it's most commonly played via online forum. To play the game, each player secretly chooses a specified number of Magic cards which form that player's hand. Once all players have chosen hands, the hands are revealed and scored.
The object of the game is to choose the hand that will score the most points. The score for each hand is determined by the result that it would achieve if it were used to play two games of Magic – one match – against each competing hand; the rules for these theoretical games are covered in Section 2 – Game Rules. During each theoretical game, the theoretical player of each hand employs the strategy that will maximize the score for his or her hand, taking into account the strategy of his or her opponent.
A hand scores 3 points for each game that it would win, 0 points for each game it would lose, and 1 point for each game that would end in a draw. However, a hand scores only 2 points for any match that would have a symmetrical result, regardless of whether the result would be two drawn games or a win for each hand.
The composition of a hand is limited only by a short banned list and a few restrictions on the game states that it can enable; these restrictions are covered in Section 3 – Deck Composition.
2. Game Rules
2.1. Except for the changes described in these rules, games follow the rules for a normal game of Magic.
2.2. A player's opening hand contains that player's chosen cards.
2.3. Players' libraries begin the game empty.
2.4. A cost or effect that would produce a random result produces the result that least benefits the player who paid that cost or the owner of the source of that effect instead.
2.5. Each player is the starting player for one game in each match.
2.6. Players know the identities of all face-down cards and cards in hidden zones, and players know which decisions have been made by other players.
2.7. If a game would continue indefinitely, then the game is a draw.
2.8. If a loop containing at least one optional action would be repeated indefinitely during a turn, then any player may propose a number of times for that loop to repeat instead. If a player does, then each other player may propose a different number and the loop is repeated for the greatest number of times proposed instead. No player is required to make a choice that would end a loop that crosses multiple turns.
2.9. Cards can't be brought into the game from outside the game.
3. Hand Construction Rules
3.1. A player may not choose an opening hand that could enable that player to achieve any of the following results before an opponent's second turn would begin, such that that opponent could make no sequence of decisions that would not result in at least one of these results:
Ignore this rule in the following cases:
3.2. A hand may contain any number of copies of any card legal in Vintage.
3.3. A hand may not contain any cards on the PHM Banned List.
4. Entry
4.1. A player plays a round of PHM by submitting a list of his or her chosen cards to the PHM moderator.
4.2. A player may change his or her hand until the posted deadline.
4.3. A player may name his or her hand. If that player doesn't, then the PHM moderator may name it. The PHM moderator may also rename a player's hand at his or discretion.
5. Perfect Hand Magic League
5.1. PHM League play consists of four rounds of PHM.
5.2. Each round, a player earns League points according to the following formula:
5.3. The player with the most League points at the end of League play is the PHM League winner.
6. Scoring
6.1. A table of match results is posted at the end of each round. Each row lists one player's results against each other player. A player's points and League points are tallied at the end of his or her row.
6.2. A player may earn bonus League points as specified by the PHM moderator.
6.3. Each player is responsible for determining the match results for his or her hand.
7. Variant Format Rules
7.1. Perfect Hand Magic has been played with hands containing between one and seven cards. Additionally, the Game Rules and Deck Construction Rules have been adapted to create hundreds of variant formats. Five commonly-played variants are described in Sections 7.3-7.7.
7.2. The rules of a variant format overwrite any other applicable rules.
7.3. Land Rule Variant.
7.4. Sanctioned Magic Format Variant.
7.5. Life Rule (LF).
7.6. Backbuild.
7.7. Bonus Points.
PHM Banned List
The following cards are automatically banned in all Perfect Hand Magic League rounds unless otherwise specified by the round rules. Each round may have an additional banned list that extends beyond, but always includes, these cards.
Acceleration
Channel
Fastbond
Flash
Show and Tell
Disruption
Pact of Negation
Chancellor of the Annex
Force of Will
Leyline of Anticipation
Trinisphere
Lands
Ghost Quarter
Strip Mine
Wasteland
Win Conditions
Ulamog, the Infinite Gyre
Barren Glory
Laboratory Maniac
Magus of the Moon
Meddling Mage
The Rack
Vampire Hexmage
Land Rule Banned List
"Land Rule" is the most common variant for PHM, and thus a separate ban list has been developed to allow for easier moderation. The following cards are banned in Perfect Hand Magic League rounds when a Land Rule is used. There will be a reminder of this on the round rules.
Acceleration
Black Lotus
Disruption
Balancing Act
Energy Field
Time Walk
Win Conditions
Beacon of Creation
Maralen of the Mornsong
Nezumi Shortfang
Red Sun's Zenith
White Sun's Zenith
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Then your opponent gets their enchantment out a bit before Stasis comes back.
Seems like it hinders you more then the opponent, though if you have something clever have at it!
Spatial Binding targets a player's chosen enchantment: seal of fire. That enchantment now cannot phase out.
The round rule states "If a player's chosen enchantment would leave the battlefield, it phases out instead."
what happens if the player controlling the seal of fire tries to sacrifice it?
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+Fastbond. Your opponent's Enchantment is gone indefinitely, you still pull ahead on mana.
As for Spatial Binding... I suspect you have a combo there, but am not sure.
@WhammeWhamme, I think exploration is better than fastbond, and probably what you meant.
As for Spatial Bonding that is pretty interesting. But it + Seal of Fire is an illegal deck if Seal is your infinite card, so while it does interesting things, you have to find something else to do with it
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05 tomsloger :: "Beastbound"
Beast Within / Elixir of Immortality / Spatial Binding
Thrun, the Last Troll / Devil's Play / Exploration
6-0 gain some life, amass an army. there might be a line to beat me with devil's play, but i dont know what it is
02 WhammeWhamme :: "Sneaky Emmy"
Emrakul, the Aeons Torn / Nature's Claim / Sneak Attack
6-0 you get one emmy attack on the play, but then i prevent sneak attack from coming back and gain a large life cushion before you can hardcast. even better on the draw.
03 nerdyjoe :: "STOP: Hammerheim"
Hammerheim / Pyroblast / Crystalline Nautilus
6-0 bw hammerheim. once you can't target nautilus its just a matter of time
04 Danxor :: "Mutant Spiders!"
Dromar's Charm / Aura Mutation / Nyx Weaver
6-0 weaver is cool, but i can keep it phased out
06 plopfil :: "We are Legion"
Echoing Truth / Pithing Needle / Assemble the Legion
6-0 bw gets needle, binding stops you from winning
07 Chess_76 :: "Endure, Outlast, Immortal"
Elixir of Immortality / Abzan Advantage / Archetype of Endurance
6-0 binding stops you from winning. i win eventually.
08 Feyd_Ruin :: "Take it back!"
Troll Ascetic / Pithing Needle / Recantation
0-6 i think, but this might need more thinking
09 Heinsun :: "Pretty Little Thief"
Steal Enchantment / Spatial Binding / Chromanticore
6-0 i think i just beast your steal enchantment and spatial binding. then my binding keeps chromanticore at bay.
whoah. im either doing something wrong or have become good at this game (finally)
5 | 6 6 6 6 X 6 6 0 6 | 42
X | 1 2 3 4 5 6 7 8 9 | PT | Points
2 | 6 X 6 6 0 6 6 0 6 | 36 |
vs. 01 Madmanquail: Sneaky Emrakul SMASH. 6-0
vs. 03 nerdyjoe: Nature's Claim can make the Nautilus phase out at the right time for Sneaky killing. 6-0
vs. 04 Danxor: Sneaky Emrakul destroys lands fast. 6-0
vs. 05 tomsloger: Spatial Binding disrupts the round rule pretty good. 0-6
vs. 06 plopfill: Claim handles Needle, Sneaky Emrakul handles everything else. 6-0
vs. 07 Chess_76: Sneaky Emrakul doesn't mind being sacrificed. 6-0
vs. 08 Feyd_Ruin: Wow Recantation is ABSURD this week. 0-6
vs. 09 Heinsun: I don't really intend to let him get 2 lands... 6-0
vs 01: 0-6 Thrun stonewalls nautalus, and nautalus stonewalls thrun. Fireball on turn 24 kills me
vs 08: 0-6 recantation blows up my board every turn. Even on the play, needle comes down and stops me from stopping them from getting it.
vs 09: 6-0 You can phase out nautalus twice, then you never get chromanticore again.
Edit: I just realized the spatial biding is a bit more of a pain than I thought, I was thinking aura mutation gets me out of your lock.
4 | 6 0 6 X 0 0 6 0 6
vs. 01 Madmanquail: Aura Mutationing Nyx Weaver can create infinite blockers while keeping exploration out of play, I can counter Devil's Play if needed, and eventually swarm. 6-0
vs. 02 WhammeWhamme: You are right, I miscounted how fast you could Emrakul. 0-6
vs. 03 nerdyjoe: Aura Mutation + Nyx Weaver lock your kill condition out of play. 6-0
vs. 05 tomsloger: Spatial Binding keeps me locked out as 2 beasts beat me down 0-6
vs. 06 plopfill: Pithing Needle disrupts me hard 0-6
vs. 07 Chess_76: It takes you 4 swings to kill me, I lock you out with Aura Mutation + Nyx Weaver to keep me phasing in every turn through saccing or mutating my guy each turn. My counter lets me gain control of the removal initiative after the 3rd swing 6-0
vs. 08 Feyd_Ruin: Pithing Needle disrupts me hard 0-6
vs. 09 Heinsun: If you attack me t1-3 I go to 8, then I EOT mutate Spatial Binding, your guy phases out t4, t4 mine comes in, I can attack with team for 4, and then can sac nyx weaver in response to steal enchantment for my Aura mutation , then lock you out forever. 6-0
08 | 6 6 6 6 6 0 6 X 6 | 525
How the deck gets abused, in case you didn't catch it:
On my draw, I don't get my enchantment until my 2nd turn. This lets the opponent hit 2 mana, twice, before getting land locked.
01 Madmanquail :: Thrun, the Last Troll / Devil's Play // Exploration
6-0
Exploration lets you hit 3 lands before my recantation takes over. Then you dwindle back down to 0-1. Troll finishes from there.
02 WhammeWhamme :: Emrakul, the Aeons Torn / Nature's Claim // Sneak Attack
6-0
Sneak attack hurts - but only once. On my second turn I drop needle and start abusing recantation. You can Nature's Claim Recantation to get sneak attack and not use it, or you can Claim my Needle to be able to use Sneak without having it.
To get both, you have to make me bounce 7 permanents to discard Em and shuffle up claim. All I have to keep you from is 15 mana for the hardcast, and I can bounce a massive amount when I've run out of board/hand room. This makes you ditch/shuffle/draw lands and gives you your 2nd claim around turn 30. Troll has done his business by then.
03 nerdyjoe :: Hammerheim / Pyroblast // Crystalline Nautilus
6-0
Hammerheim/Nautilus is nice, and abuses the phaze as I do. Needle can name Hammerheim to stop the sac, so you only get Nautilus a couple of times before I lock you out.
04 Danxor :: Dromar's Charm / Aura Mutation // Nyx Weaver
6-0
Another enchantment sac. Nice. Needle stops Weaver from recurring. I sac Recantation in response to Mutation. Take a couple of hits, but I lock you out of mana to let Troll sneak through.
05 tomsloger :: Beast Within / Elixir of Immortality // Spatial Binding
6-0
Needle stops binding. I keep you off of 3 mana for beast, and then off of 2 mana for Elixir. Troll recovers the ground lost to life gain.
06 plopfil :: Echoing Truth / Pithing Needle // Assemble the Legion
0-6
I had my eye on Legion for a bit. It's a beast. Needle stops recantation shenangians, and legion outclasses the troll.
07 Chess_76 :: Elixir of Immortality / Abzan Advantage // Archetype of Endurance
6-0
The boar hits my skull. Needle stops Elixir before it can reshuffle even once, so Advantage only gives you one more swing, putting me at 7. After that, it's lock and troll.
08 Feyd_Ruin :: Troll Ascetic / Pithing Needle // Recantation
XX
09 Heinsun :: Steal Enchantment / Spatial Binding // Chromanticore
6-0
You never hit the 3 mana for binding, and Recantation sacs in response to the Stealing.
No longer staff here.
1 | X 0 6 0 0 ? 0 0 0 |
2 | 6 X 6 6 0 6 6 0 6 | 36 | 450
3 | 0 0 X 0 0 0 0 0 6 | 06 | 075
4 | 6 0 6 X 0 0 6 0 6 | 24 | 300
5 | 6 6 6 6 X 6 6 0 6 | 42 | 525
6 | ? 0 6 6 0 X 6 6 ? |
7 | 6 0 6 0 0 0 X 0 ? |
8 | 6 6 6 6 6 0 6 X 6 | 42 | 525
9 | 6 0 0 0 0 ? ? 0 X |
1v6 needs math
1v7 0-6 lifegain swings it
1v9 0-6 lifegain swings it
3v6 0-6 needle names hammerheim
3v7 0-6 lifegain and abzan advantage
6v7 6-0 needle names elixir
6v9 needs math
7v9 needs math
1| X 0 6 0 0 3 0 0 0 | 08 | 100
2| 6 X 6 6 0 6 6 0 6 | 36 | 450
3| 0 0 X 0 0 0 0 0 6 | 06 | 75
4| 6 0 6 X 0 0 6 0 6 | 24 | 300
5| 6 6 6 6 X 6 6 0 6 | 42 | 525
6| 3 0 6 6 0 X 6 6 6 | 32 | 400
7| 6 0 6 0 0 0 X 0 6 | 18 | 225
8| 6 6 6 6 6 0 6 X 6 | 42 | 525
9| 6 0 0 0 0 0 0 0 X | 06 | 75
1-6: 3-3:
1: 2
6: 1, needle (thrun)
1: 3
6: 2, 1 1/1
1: 19, 4, Thrun
6:
1: 19, (echoing truth), 5, attack (block)
6: 2 1/1, attack with one
1: 18, 6, attack (block)
6: 1 1/1
1: 18, 8, attack (block)
6:
1: 18, 9, attack, play (x = 8)
6: 8, 3 1/1, attack with two
1: 16, 10, attack (block)
6: 16, 2 1/1, attack with one
1: 15, 12, attack (block), play (x = 9), win
2 plays first:
1: 1, needle (thrun), 1 1/1
2: 19, 1
1: 2, 1 1/1
2: 18, (echoing truth), 2
1: 3 1/1
2: 15, 3
1: 3 1/1
2: 12, 5, thrun
1: 3 1/1
2: 12, 6, attack (block)
1: 5 1/1, attack with one
2: 11, 7
1: 5 1/1
2: 11, 9
1: 5 1/1
2: 11, 10
1: 9 1/1, attack with 8 (block one)
2: 4, 11, play (x = 10)
1: 10, 8 1/1, attack with 8, win
9: 24
6: 16, needle
9: 24
6: 16, 1 1/1
9: 23
6: 16, 1 1/1
9: 26
6: 12, 1 1/1
9: 26
6: 12, 3 1/1
9: 23
6: 12, 3 1/1
9: 24
6: 8, 3 1/1
9: 24
6: 8, 6 1/1
9: 18
6: 8, 6 1/1
9: 16
6: 4, 6 1/1
9: 16
6: 4, 10 1/1
9: 6
6: wins
tomsloger and Feyd_Ruin win.
BWTeysa, Orzhov Scion
GWRhys the Redeemed
GUKruphix, God of Horizons
GRXenagos, God of Revels
GThrun, the Last Troll
GStompy